Changing close-range combat bobbing
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Changing close-range combat bobbing
I was thinking about Spacenoth (there's a thread in the ideas forum for those interested) when I realized there was a nasty graphical problem I'd have to deal with: Close-range attacks make units bob back and forth. A space version of BFW would feel very ridiculous with giant dreadnaughts bobbing back and forth when they used their anti-fighter turrets, and using only ranged attacks would remove a really good fundamental aspect of this game.
So I was wondering if I could make close range combat work graphically like ranged combat, different projectiles and all, without having to learn a bunch of C++ (I think that's the language Wesnoth is in) that I don't know. If it does require good knowledge of C++, how difficult a change would it be to make? Easy? Difficult? Impossible?
So I was wondering if I could make close range combat work graphically like ranged combat, different projectiles and all, without having to learn a bunch of C++ (I think that's the language Wesnoth is in) that I don't know. If it does require good knowledge of C++, how difficult a change would it be to make? Easy? Difficult? Impossible?
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Giving 10+ units exactly the same ability is boring. Sure some might do more damage than others, but the entire idea leaves all the interesting weapons to the ranged realm. But at the same time you would limit what makes those weapons interesting, and thus you end up crippling a major part of the gameplay instead of less important detail that muddles a small portion of the presentation. Really. Bad. Idea.
For example, I was thinking of making a weapon like a missile or railgun be a "ranged" weapon, while a photon blaster/gatling gun would be a "melee" weapon. If this is even in the slightest bit possible it's better than making both gatling gun and missile attacks be "ranged" and giving the ship a ramming attack.
For example, I was thinking of making a weapon like a missile or railgun be a "ranged" weapon, while a photon blaster/gatling gun would be a "melee" weapon. If this is even in the slightest bit possible it's better than making both gatling gun and missile attacks be "ranged" and giving the ship a ramming attack.
When I made some custom units I had a lot of problems with the melee bobbing as well. I wanted to make the units just use an attack animation and not bob back and forth, but I found this was impossible.
Why did I want to do this? Well, I had an immovable object, like a statue, which just shot out dark energy when it was attacked. This worked fine with long range attacks, but with melee attacks I didn't want the statue to bob. A flag to turn off the bobbing and just display the attack animations would be cool.
Why did I want to do this? Well, I had an immovable object, like a statue, which just shot out dark energy when it was attacked. This worked fine with long range attacks, but with melee attacks I didn't want the statue to bob. A flag to turn off the bobbing and just display the attack animations would be cool.
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It is on the list of things that I would like to do eventually. But as that list is quite long, and my current project, a new AI, is quite demanding, anyone else who wants to do it is more than welcome. I think that eventually such an option will be added.quartex wrote:When I made some custom units I had a lot of problems with the melee bobbing as well. I wanted to make the units just use an attack animation and not bob back and forth, but I found this was impossible.
Why did I want to do this? Well, I had an immovable object, like a statue, which just shot out dark energy when it was attacked. This worked fine with long range attacks, but with melee attacks I didn't want the statue to bob. A flag to turn off the bobbing and just display the attack animations would be cool.
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http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
If the melee movement is problematic why not try a circling attack animation?. That is, one where the ship moves forward then turns. It may make the bobbing feel more like a hit and run motion.
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"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004